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hello guys, maybe it's not the right place but I dont know where to post that.
Today I've got another crash saying "Not enough memory" first error was in editor by itself (with gui and sh**) after that I took the photo of taskmanager and then I tried run the game again (F5) - crash boom bang
here's the photo of tskmngr:
Of course I have good enough HW to keep editor running several hours (or days )
RAM: 16GB
CPU: i7-2600k
It's pretty annoying especially when the editor doesn't say this warning and just immediately crash:
The question is...what did you do in the editor when it happened? Is your mod normal sized? Do you have any scripts running that maybe spawn objects? And did you get a crash like that while playing through the original game? It's either a strange problem with your specific system or (more likely imo) something you did in the editor.
Phitt wrote:The question is...what did you do in the editor when it happened? Is your mod normal sized? Do you have any scripts running that maybe spawn objects? And did you get a crash like that while playing through the original game? It's either a strange problem with your specific system or (more likely imo) something you did in the editor.
1. setting active state for pushable blocks (via script and for; 16x times - nothing special, actually I was removing some of these blocks)
2. yep I gues it's 32x32
3. nope, any 'spawn' command is not used
4. No I got 1 error in editor while I wanted launch the game (F5) and second F5 crashed with that message above
5. I wouldnt say it'd be a system problem. hovewer I'd appreciate if we can set the decalred memory to editor
I'm on an older machine and I've had this crash happen several times, usually when I'm placing items or fiddling with a spawner or something.
I just kinda ignore it and reload the editor. Seems to happen once every few days and I have no idea what causes it.
Not enough memory can also get called if you have an infinite loop in your scripts, like the onDie issue here viewtopic.php?f=22&t=8142
So I would look into any scripts that can possibly be causing loops
Skuggasveinn.
Link to all my LoG 2 assets on Nexus. Link to all my LoG 1 assets on Nexus.
It's not a problem that I can't launch editor or sth like that. It doesn't happen normally and as I said I didn't add something that would make infinite loop.
minmay wrote:Grimrock 2 is a 32-bit i386 application so it can't use more than 4 GiB or 4.3 GB of memory no matter how much your computer physically has.
Actually the limit for a 32-bit DirectX/OpenGL application is around 1.5 GB before memory allocation fails... I think that the display drivers allocate a pretty big chunk of address space for resources. I wish we could move to 64 bits and drop support for 32 bit (like with OS X) but there is still large amount of 32-bit Windows users.
minmay wrote:Grimrock 2 is a 32-bit i386 application so it can't use more than 4 GiB or 4.3 GB of memory no matter how much your computer physically has.
Actually the limit for a 32-bit DirectX/OpenGL application is around 1.5 GB before memory allocation fails... I think that the display drivers allocate a pretty big chunk of address space for resources. I wish we could move to 64 bits and drop support for 32 bit (like with OS X) but there is still large amount of 32-bit Windows users.
I got it, I wish there's a solution for that but it's only sth like doing 2 editors and it's a little bit... mehh
@Petri: Just out of interest. Is it possible to make the application "Large Address Aware"? I've not really had much experience with it myself, as I've not really made anything that hits the 1.5Gb boundary on Windows before, but I've heard it's a possible solution... but one that can come with it's own set of problems?
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.